In fact, many of the DCs for tasks are clearly printed in the PHB, meaning that players know what they are.
It is possible that the DCs were devised with Taking 10 in mind. I admit that. Many times DC 10 is shown to be the baseline. I don't really think the designers actually did take into full consideration, however.
Another beef I have against Taking 10 is that it takes away the drama from out-of-combat checks for most mid-level and higher parties. I personally enjoy out-of-combat skill challenges, but with Taking 10, they are often irrelevant to my high-level party.
There are many skill checks whose failure, even out-of-combat, can have negative consequences. Most mid-level (or even low-level) parties can avoid these negative consequences with an automatic result by Taking 10. This removes much of the interest from these skill uses. Examples:
- Heal check to stabilize a wounded ally. The DC is 15 and it is clearly listed in the PHB. In this case, the difference between +4 and +5 may literally be life or death.
- Climb checks. Taking 10 can completely removes the threat of falling or not going at full speed.
- Survival checks to track. DC 22? No problem, our ranger has +13. We'll take 10. Oops, our Ranger has +11, it takes us hours. Ick. And this skill is rarely used in combat.
It is possible that the DCs were devised with Taking 10 in mind. I admit that. Many times DC 10 is shown to be the baseline. I don't really think the designers actually did take into full consideration, however.
Another beef I have against Taking 10 is that it takes away the drama from out-of-combat checks for most mid-level and higher parties. I personally enjoy out-of-combat skill challenges, but with Taking 10, they are often irrelevant to my high-level party.
There are many skill checks whose failure, even out-of-combat, can have negative consequences. Most mid-level (or even low-level) parties can avoid these negative consequences with an automatic result by Taking 10. This removes much of the interest from these skill uses. Examples:
- Heal check to stabilize a wounded ally. The DC is 15 and it is clearly listed in the PHB. In this case, the difference between +4 and +5 may literally be life or death.
- Climb checks. Taking 10 can completely removes the threat of falling or not going at full speed.
- Survival checks to track. DC 22? No problem, our ranger has +13. We'll take 10. Oops, our Ranger has +11, it takes us hours. Ick. And this skill is rarely used in combat.